cOMS/gpuapi/opengl/ShaderUtils.h

164 lines
3.7 KiB
C

/**
* Jingga
*
* @copyright Jingga
* @license OMS License 2.0
* @version 1.0.0
* @link https://jingga.app
*/
#ifndef TOS_GPUAPI_OPENGL_SHADER_UTILS_H
#define TOS_GPUAPI_OPENGL_SHADER_UTILS_H
#include "../../stdlib/Types.h"
#include "../../math/matrix/MatrixFloat32.h"
#include "Opengl.h"
// Set value based on shader uniform name
inline
void shader_set_value(uint32 id, const char* name, bool value)
{
glUniform1i(glGetUniformLocation(id, name), (int32) value);
}
inline
void shader_set_value(uint32 id, const char* name, int32 value)
{
glUniform1i(glGetUniformLocation(id, name), value);
}
inline
void shader_set_value(uint32 id, const char* name, f32 value)
{
glUniform1f(glGetUniformLocation(id, name), value);
}
inline
void shader_set_v2(uint32 id, const char* name, const f32* value)
{
glUniform2fv(glGetUniformLocation(id, name), 1, value);
}
inline
void shader_set_v3(uint32 id, const char* name, const f32* value)
{
glUniform3fv(glGetUniformLocation(id, name), 1, value);
}
inline
void shader_set_v4(uint32 id, const char* name, const f32* value)
{
glUniform4fv(glGetUniformLocation(id, name), 1, value);
}
inline
void shader_set_m2(uint32 id, const char* name, const f32* value)
{
glUniformMatrix2fv(glGetUniformLocation(id, name), 1, GL_FALSE, value);
}
inline
void shader_set_m3(uint32 id, const char* name, const f32* value)
{
glUniformMatrix3fv(glGetUniformLocation(id, name), 1, GL_FALSE, value);
}
inline
void shader_set_m4(uint32 id, const char* name, const f32* value)
{
glUniformMatrix4fv(glGetUniformLocation(id, name), 1, GL_FALSE, value);
}
// Set value based on uniform location
inline
void shader_set_value(uint32 location, bool value)
{
glUniform1i(location, (int32) value);
}
inline
void shader_set_value(uint32 location, int32 value)
{
glUniform1i(location, value);
}
inline
void shader_set_value(uint32 location, f32 value)
{
glUniform1f(location, value);
}
inline
void shader_set_v2(uint32 location, const f32* value)
{
glUniform2fv(location, 1, value);
}
inline
void shader_set_v3(uint32 location, const f32* value)
{
glUniform3fv(location, 1, value);
}
inline
void shader_set_v4(uint32 location, const f32* value)
{
glUniform4fv(location, 1, value);
}
inline
void shader_set_m2(uint32 location, const f32* value)
{
glUniformMatrix2fv(location, 1, GL_FALSE, value);
}
inline
void shader_set_m3(uint32 location, const f32* value)
{
glUniformMatrix3fv(location, 1, GL_FALSE, value);
}
inline
void shader_set_m4(uint32 location, const f32* value)
{
glUniformMatrix4fv(location, 1, GL_FALSE, value);
}
inline
uint32 shader_get_attrib_location(uint32 id, const char* name)
{
// By using this you can retreive the shader variable name at a point where and when you know it
// BUT set values later on in generalized functions without knowing the shader variable name
// Basically like pointers
return glGetAttribLocation(id, name);
}
inline
uint32 shader_get_uniform_location(uint32 id, const char* name)
{
// By using this you can retreive the shader variable name at a point where and when you know it
// BUT set values later on in generalized functions without knowing the shader variable name
// Basically like pointers
return glGetUniformLocation(id, name);
}
inline
void shader_check_link_errors(uint32 id, char* log)
{
GLint success;
glGetProgramiv(id, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(id, 1024, NULL, log);
}
}
inline
void shader_check_compile_errors(uint32 id, char* log)
{
GLint success;
glGetShaderiv(id, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(id, 1024, NULL, log);
}
}
#endif